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InsideQC Forums • View topic - QuakeForge 0.7.0 released.

QuakeForge 0.7.0 released.

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QuakeForge 0.7.0 released.

Postby taniwha » Sat Aug 04, 2012 3:30 am

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Re: QuakeForge 0.7.0 released.

Postby goldenboy » Sun Aug 05, 2012 7:52 am

Congrats. I look forward to trying it.
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Re: QuakeForge 0.7.0 released.

Postby qbism » Mon Aug 06, 2012 3:50 am

Now I want to learn blender. And not just for painting wings3d models. The only other option for direct MDL production including animation is MS3D, which has not been updated in a while.
Somewhere there's a Chithon replacement model and tutorial for blender 2.4. Anything newer out there for noobs?
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Re: QuakeForge 0.7.0 released.

Postby leileilol » Mon Aug 06, 2012 4:28 am

No, because I didn't write one yet. I have finally gotten used to the 2.6x interface though, chances are I could, in the same condescending way I did before.

This also depends on how well this new MDL exporter works (i.e. not being annoying and anal about selecting, transformations/rot/scale of objects). I will test by exporting the angelyss/dark character.

EDIT: exporter crashes on 2.61.
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Re: QuakeForge 0.7.0 released.

Postby qbism » Mon Aug 06, 2012 5:00 am

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Re: QuakeForge 0.7.0 released.

Postby leileilol » Mon Aug 06, 2012 5:54 am

ARGH
that means i have to install yet another regressing version of Blender for one format


EDIT: yeah, i'd say this script is too immature, especially compared to ajmdl export for 2.4x

- demands pre-triangulation
- no animations (instead it's the current frame)
- produces a very broken mesh similar to the bad md2 exporter

Image

same mesh, old exporter, which does some comfortable things:
- exports what is selected
- triangulates on the fly
- can work from any origin, rotation, scale (no need to apply)
- bakes image textures in the mdl
- exports animations to the current frame

Image
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Re: QuakeForge 0.7.0 released.

Postby taniwha » Mon Aug 06, 2012 10:04 am

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Re: QuakeForge 0.7.0 released.

Postby taniwha » Mon Aug 06, 2012 11:30 pm

leileilol: I've found the ajmdl script. That should help get some good functionality going :)
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Re: QuakeForge 0.7.0 released.

Postby qbism » Tue Aug 07, 2012 12:00 am

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Re: QuakeForge 0.7.0 released.

Postby taniwha » Tue Aug 07, 2012 12:14 am

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Re: QuakeForge 0.7.0 released.

Postby taniwha » Tue Aug 07, 2012 5:08 am

Leave others their otherness.
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Re: QuakeForge 0.7.0 released.

Postby leileilol » Tue Aug 07, 2012 11:28 pm

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Re: QuakeForge 0.7.0 released.

Postby taniwha » Tue Aug 07, 2012 11:46 pm

I asked Campbell about image consolidation and I was told I'd have to write it myself (I may have asked the wrong question, though, and he didn't seem 100% certain). That said, it can't be that hard (though I imagine it will be quite slow written in python).

Did my changes fix most of your issues with the exporter?

I don't know anything about Hexen II MDL :(. The MD16 format was (I believe) designed by Serplord (Seth Galbraith).
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Re: QuakeForge 0.7.0 released.

Postby qbism » Wed Aug 08, 2012 4:59 pm

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Re: QuakeForge 0.7.0 released.

Postby taniwha » Thu Aug 09, 2012 12:26 am

ctrl-j does indeed truely join the meshes into the one object. However, I have no idea how it handles uvmaps and textures assigned via the uvmaps.
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